Araña the Lampent(Move your mouse to reveal the content)Araña the Lampent (open)Araña the Lampent (close)

Lampent [Araña] (F)Nature: Quiet (+SpA -Spe -10 Evasion)

Type: Ghost/FireGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:Flash Fire: Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Flame Body: Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Shadow Tag (DW LOCKED):Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Hehehe the Haunter(Move your mouse to reveal the content)Hehehe the Haunter (open)Hehehe the Haunter (close)

Name: Haunter [Hehehe] (M)
Nature: Rash (+SpA -SpD)

Type:Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate: Type: Innate This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Violet the Frillish(Move your mouse to reveal the content)Violet the Frillish (open)Violet the Frillish (close)

Frillish [Violet] (M)Nature: Bold (+Def -Atk)Type: Ghost/WaterGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Water Absorb:Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itselfCursed Body:Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.Damp:Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Caitlin the Deino(Move your mouse to reveal the content)Caitlin the Deino (open)Caitlin the Deino (close)

Deino[Caitlin](F)Nature: Naughty (+Att, -SpD)Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Hustle: Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

John the Archen(Move your mouse to reveal the content)John the Archen (open)John the Archen (close)

Archen[John](M)Nature: Mild (+SpA, -Def)Type:
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Defeatist: Type: Trait
The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Ryan the Golett(Move your mouse to reveal the content)Ryan the Golett (open)Ryan the Golett (close)

Golett[Ryan]Nature: Adamant (+Att, -SpA)Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Iron Fist: Type: Trait. The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
Klutz: Type: Can be Disabled. The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard (DW): Type: Innate. This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Rotation takes place before an action. Also, in case you didn't know, you get to make a law at the end of every round, and breaking that would cause whichever pokemon to take a flat 10 damage.
I'll lead with Deino@Exp. Share. In the back are Archen@nothing and Golett@Lucky Egg.
[Enable Hustle] Crunch ~ Bite ~ Crunch
If Minimize and not taunted, then Roar that action.
If Will-O-Wisp, then [Rotate Golett] Magic Coat that action, and [Rotate Deino] [Hustle Enable] Crunch ~ Bite afterwards.

in back(Move your mouse to reveal the content)in back (open)in back (close)

hehehe (M)
HP: 90
EN: 100
STATUS:
OTHER:

TIO
violet (M)
HP: 90
EN: 100
STATUS:
OTHER:

Caitlyn (F)
HP: 90
EN: 100
STATUS:
OTHER:

In Back(Move your mouse to reveal the content)In Back (open)In Back (close)

John (M)
HP: 90
EN: 100
STATUS:
OTHER:

Ryan (U)
HP: 90
EN: 100
STATUS:
OTHER:

So, uh, the pokemans...er pokeMONS...er... pokemon are all on their respective discs. it seems like it will be a Lampent coming on against a Deino. Oh, it seems like Yoshinite rotated out that Lampent for a Frillish! That doesn't seem like a very smart choice at the moment, but we'll see. Frillish managed to get a toxic off before Denio gets a crunch out of him. Frillish seems to be focusing on something... maybe it's a sha-- OH! it's a confuse ray! Deino seems to be getting a little tipsy there... but she takes a Bite right out of frillish. Man, that Deino seems hungry, and that frillish had a chunk taken out of it. but the Frillish is on the rebound, as it spits the pain that it took with the Deino. And here the Deino comes back, but this time she trips and hurts herself, probably due to confusion.

Yoshi orders first this round, not me. We take turns going first.
A few problems, though:
Rounding occurs at the end of the round, meaning Frillish takes another 1 damage.
Confusion deals typeless damage, meaning I actually took (4+3+3)=10 damage, not (4+3+3)*1.5=15 damage.
Confusion should have another action on it.
Pain Split evens out hp, not adds and subtracts 25 hp.

In Back(Move your mouse to reveal the content)In Back (open)In Back (close)

John (M)
HP: 90
EN: 100
STATUS:
OTHER:

Ryan (U)
HP: 90
EN: 100
STATUS:
OTHER:

Well for the second action here, TIO opts to rotate in his Archen, John! John leads off with a fast taunt, Angering Violet and stopping him completely. Violet can't seem to do anything this round, as she is completely immobilized by those angry archen calls. John takes this time to use a stone edge and an earthquake, but not doing too much damage to Violet. I should probably do something to prevent that from happening.

A1(Move your mouse to reveal the content)A1 (open)A1 (close)

[Rotate archen]

Archen used Taunt! –10 en
Frillish was taunted!
Frillish couldn’t use pain split due to the taunt!

**OOC: Last round done by Gem was handled incorrectly and I had to redo it. Reorder for next round.**​

Arena:​

Tower of Heaven(Move your mouse to reveal the content)Tower of Heaven (open)Tower of Heaven (close)

The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.

All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.

For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.

If there's any questions or need clarification on anything, PM me.

Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.

Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.